<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trogdor</id>
	<title>ModdingWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trogdor"/>
	<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/wiki/Special:Contributions/Trogdor"/>
	<updated>2026-05-14T05:47:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.11</generator>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain&amp;diff=12666</id>
		<title>Treasure Mountain</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain&amp;diff=12666"/>
		<updated>2025-12-08T13:37:10Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: Word Puzzles format known&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Treasure Mountain&#039;&#039;&#039; is a game that uses word play in the form of &amp;quot;clues&amp;quot;, to help teach reading comprehension.  The player must correctly answer a question after reading a passage of text in order to continue to the next level.&lt;br /&gt;
&lt;br /&gt;
There are no game settings, the engine automatically selects the best possible settings based on your computer&#039;s architecture.&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList|header=false}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = all_puzs&lt;br /&gt;
 | Format = [[Treasure Mountain Puzzles]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Word puzzles&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = help.dat&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Help menu text&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = prg_dict&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Word list (16-char null-padded fixed length strings)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = sfx.ibm&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sound effects (PC Speaker, AdLib setting uses PC Speaker for sound effects)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = sfx.tan&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sound effects (Tandy)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = tunes.ibm&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Music (PC Speaker)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = tunes.tan&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Music (Tandy, AdLib)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pan&lt;br /&gt;
 | Format = [[Treasure Mountain Panning Image Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level background layer&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pak&lt;br /&gt;
 | Format =  [[PAK Format (The Learning Company)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Game sprites and level tiles.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = users.dat&lt;br /&gt;
 | Format = [[Treasure Mountain Save File]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Saved games/scoreboard&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Texts (preliminary) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introductory screens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are stored in SST.EXE starting at 0x1AAA8, text is plotted and when 26 chars are filled it goes to next line. When the parser encounters the value 0x0A09, the next two bytes form an ASCII number which seems to be the reference of the image being shown and whenever this value is encountered, the system starts a new line to draw the image. The text is null-terminated (0x00). If 0x0A precedes 0x00 apparently it is the last screen of the sequence. &lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Super Solvers Series]]&lt;br /&gt;
[[Category:Educational]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12665</id>
		<title>Treasure Mountain Puzzles</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12665"/>
		<updated>2025-12-08T13:33:49Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: Added Credits Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== File Format ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal || Hex || Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0x00|| [[UINT16LE]] QuizStart[360] || Starting offset for each of the 360 quizzes&lt;br /&gt;
|-&lt;br /&gt;
| 720 || 0x2D0 || [[char]] Quizzes[] || Quiz content and answers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quizzes ==&lt;br /&gt;
&lt;br /&gt;
The quizzes start at offset 0x2D0.&lt;br /&gt;
To parse each quiz:&lt;br /&gt;
* Read the question until you encounter the first ~ character.&lt;br /&gt;
* After the ~ the answers follow, each separated by newline(return) characters:&lt;br /&gt;
** The first line is the correct answer&lt;br /&gt;
** The next two lines are incorrect answers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
* Each quiz begins with 0x2020 and ends with a null terminator (0x00)&lt;br /&gt;
* When this character &#039;`&#039; appears in the quiz text, all following text should be displayed as red until the character appears again.&lt;br /&gt;
* The start position of each quiz is calculated as:&lt;br /&gt;
&lt;br /&gt;
   QuizStart value + 0x2D0&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
&lt;br /&gt;
Quizzes may contain placeholder characters that map to words using the PRG_DICT file. This mapping is sequential: both the code and corresponding word. The first word in the PRG_DICT file corresponds to the starting character code 0x80. Each subsequent word is mapped to the next character code by incrementing by 1. For example:&lt;br /&gt;
&lt;br /&gt;
   Replace &#039;€&#039; (0x80) with &amp;quot;the&amp;quot;&lt;br /&gt;
   Replace &#039;ƒ&#039; (0x83) with &amp;quot;word&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Trogdor|Trogdor]].&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Treasure Mountain]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12664</id>
		<title>Treasure Mountain Puzzles</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12664"/>
		<updated>2025-12-08T13:21:02Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Quizzes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== File Format ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal || Hex || Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0x00|| [[UINT16LE]] QuizStart[360] || Starting offset for each of the 360 quizzes&lt;br /&gt;
|-&lt;br /&gt;
| 720 || 0x2D0 || [[char]] Quizzes[] || Quiz content and answers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quizzes ==&lt;br /&gt;
&lt;br /&gt;
The quizzes start at offset 0x2D0.&lt;br /&gt;
To parse each quiz:&lt;br /&gt;
* Read the question until you encounter the first ~ character.&lt;br /&gt;
* After the ~ the answers follow, each separated by newline(return) characters:&lt;br /&gt;
** The first line is the correct answer&lt;br /&gt;
** The next two lines are incorrect answers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
* Each quiz begins with 0x2020 and ends with a null terminator (0x00)&lt;br /&gt;
* When this character &#039;`&#039; appears in the quiz text, all following text should be displayed as red until the character appears again.&lt;br /&gt;
* The start position of each quiz is calculated as:&lt;br /&gt;
&lt;br /&gt;
   QuizStart value + 0x2D0&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
&lt;br /&gt;
Quizzes may contain placeholder characters that map to words using the PRG_DICT file. This mapping is sequential: both the code and corresponding word. The first word in the PRG_DICT file corresponds to the starting character code 0x80. Each subsequent word is mapped to the next character code by incrementing by 1. For example:&lt;br /&gt;
&lt;br /&gt;
   Replace &#039;€&#039; (0x80) with &amp;quot;the&amp;quot;&lt;br /&gt;
   Replace &#039;ƒ&#039; (0x83) with &amp;quot;word&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Treasure Mountain]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12663</id>
		<title>Treasure Mountain Puzzles</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12663"/>
		<updated>2025-12-08T13:18:16Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Special Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== File Format ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal || Hex || Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0x00|| [[UINT16LE]] QuizStart[360] || Starting offset for each of the 360 quizzes&lt;br /&gt;
|-&lt;br /&gt;
| 720 || 0x2D0 || [[char]] Quizzes[] || Quiz content and answers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quizzes ==&lt;br /&gt;
&lt;br /&gt;
The quizzes start at offset 0x2D0.&lt;br /&gt;
To parse each quiz:&lt;br /&gt;
* Read the question until you encounter the first ~ character.&lt;br /&gt;
* After the ~ the answers follow, each separated by newline(return) characters:&lt;br /&gt;
** The first line is the correct answer&lt;br /&gt;
** The next two lines are incorrect answers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
* Each quiz begins with 0x2020 and ends with a null terminator (0x00)&lt;br /&gt;
* The start position of each quiz is calculated as:&lt;br /&gt;
&lt;br /&gt;
   QuizStart value + 0x2D0&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
&lt;br /&gt;
Quizzes may contain placeholder characters that map to words using the PRG_DICT file. This mapping is sequential: both the code and corresponding word. The first word in the PRG_DICT file corresponds to the starting character code 0x80. Each subsequent word is mapped to the next character code by incrementing by 1. For example:&lt;br /&gt;
&lt;br /&gt;
   Replace &#039;€&#039; (0x80) with &amp;quot;the&amp;quot;&lt;br /&gt;
   Replace &#039;ƒ&#039; (0x83) with &amp;quot;word&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Treasure Mountain]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12662</id>
		<title>Treasure Mountain Puzzles</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12662"/>
		<updated>2025-12-08T13:09:17Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Quizzes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== File Format ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal || Hex || Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0x00|| [[UINT16LE]] QuizStart[360] || Starting offset for each of the 360 quizzes&lt;br /&gt;
|-&lt;br /&gt;
| 720 || 0x2D0 || [[char]] Quizzes[] || Quiz content and answers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quizzes ==&lt;br /&gt;
&lt;br /&gt;
The quizzes start at offset 0x2D0.&lt;br /&gt;
To parse each quiz:&lt;br /&gt;
* Read the question until you encounter the first ~ character.&lt;br /&gt;
* After the ~ the answers follow, each separated by newline(return) characters:&lt;br /&gt;
** The first line is the correct answer&lt;br /&gt;
** The next two lines are incorrect answers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
* Each quiz begins with 0x2020 and ends with a null terminator (0x00)&lt;br /&gt;
* The start position of each quiz is calculated as:&lt;br /&gt;
&lt;br /&gt;
   QuizStart value + 0x2D0&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
&lt;br /&gt;
The quizzes will have random characters, this works in conjunction with the PRG_DICT file, it is both sequential the code and the word. You start from the first word and the first starting character which is &amp;lt;tt&amp;gt;0x80&amp;lt;/tt&amp;gt;. You then increment the character by 1 and go the next word example:&lt;br /&gt;
* Replace &#039;€&#039;(0x80) with &amp;quot;the&amp;quot;&lt;br /&gt;
* Replace &#039;ƒ&#039;(0x83) with &amp;quot;word&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There is a special character &#039;`&#039; in the quizzes, this just means when you first see this character all text will now be red until you reach another &#039;`&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Treasure Mountain]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12661</id>
		<title>Treasure Mountain Puzzles</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=12661"/>
		<updated>2025-12-08T13:03:14Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* File Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== File Format ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal || Hex || Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0x00|| [[UINT16LE]] QuizStart[360] || Starting offset for each of the 360 quizzes&lt;br /&gt;
|-&lt;br /&gt;
| 720 || 0x2D0 || [[char]] Quizzes[] || Quiz content and answers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quizzes ==&lt;br /&gt;
&lt;br /&gt;
The starting positon for the quizzes is &amp;lt;tt&amp;gt;0x2D0&amp;lt;/tt&amp;gt;. Each quiz will need to read the question until you reach the first character &amp;lt;tt&amp;gt;&#039;~&#039;&amp;lt;/tt&amp;gt;, this is where the answers begin and the first line is the correct answer and the next 2 lines will be the other incorrect answers. Repeat till the end of the file.&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
&lt;br /&gt;
The quizzes will have random characters, this works in conjunction with the PRG_DICT file, it is both sequential the code and the word. You start from the first word and the first starting character which is &amp;lt;tt&amp;gt;0x80&amp;lt;/tt&amp;gt;. You then increment the character by 1 and go the next word example:&lt;br /&gt;
* Replace &#039;€&#039;(0x80) with &amp;quot;the&amp;quot;&lt;br /&gt;
* Replace &#039;ƒ&#039;(0x83) with &amp;quot;word&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There is a special character &#039;`&#039; in the quizzes, this just means when you first see this character all text will now be red until you reach another &#039;`&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Treasure Mountain]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11697</id>
		<title>User talk:Trogdor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11697"/>
		<updated>2024-02-06T11:18:49Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Treasure Mountain Level Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Treasure Mountain Level Format ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding wiki! I&#039;ve been looking over your edits, and I was wondering... is the &amp;quot;[[Treasure Mountain Level Format]]&amp;quot; actually a level format with an embedded tileset, or is it just a tileset format? From the image, it seems to just be a tileset, but from the explanation I&#039;m not too sure. If it&#039;s not a level format, then the page should probably be moved to &amp;quot;Treasure Mountain Tileset Format&amp;quot;. If it &#039;&#039;is&#039;&#039; a level format, then the showcase image should be changed to an actual constructed level image, not a dump of the tile data. (Oh, as a side note, please avoid using html; most html tags have corresponding wiki formatting.) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:43, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hi [[User:Nyerguds|Nyerguds]], thanks for the welcome. Basically this file contains the image tilesets and also what I call chunks and each room/level is made up chunks, the only room that doesn&#039;t have multiple chunks is the the main menu which has just one chunk of 320x200 which is the main title screen. The page to create was already called [[Treasure Mountain Level Format]] so I just went with it, but perhaps it should just be &amp;quot;Treasure Mountain Tileset Format&amp;quot; as it doesn&#039;t hold any level data, just how to display chunks in the game with it&#039;s associated tileset images in the one file. &lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads up for the no html, I&#039;m new to the site so just will look more into the WIKI and how you&#039;re meant to do everything.[[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 12:55, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::So the actual end result is a set of one or more full images built up from these tiles, then? That&#039;s actually quite like the Sierra/Dynamix BMP Matrix images used as scrolling background in their adventure games; they &amp;quot;compressed&amp;quot; long panning images by chopping them into tiny blocks so repeating wall patterns would be reusable. Actually, I should really document those on the wiki... I figured out that format and added support for it in my conversion tool, but never added it here :-\&lt;br /&gt;
::On the subject of Treasure Mountain, these seem to be quite similar; the &amp;lt;tt&amp;gt;.PAN&amp;lt;/tt&amp;gt; extension in fact hints at the fact it is a &amp;quot;panning&amp;quot; image. So I guess &amp;quot;Treasure Mountain Panning Image Set Format&amp;quot; would probably be a better name. In fact, I see that indeed, the page already uses the template for tileset information, not the game map one.&lt;br /&gt;
::As for wiki formatting, well, I didn&#039;t actually know how to do numbered lists in wiki formatting either, but a quick online search landed me on the example page on wikipedia right away. And for specific templates and tables used on the wiki here, you can just open the source of some other pages and see how it&#039;s done. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 22:11, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Right, I managed to decode the images. I expected the end result to be one large panning image, but it seems they&#039;re generally 128x128 pixel chunks used to build up a full level. I&#039;m going to edit some stuff in the article to clarify some points, and I&#039;ll move the page to a more appropriate name. Maybe just &amp;quot;Treasure Mountain PAN Format&amp;quot; is more succint.&lt;br /&gt;
::One more note, though: if you upload images, please, if possible, upload them in original pixel format. The palette in these images is also useful information for mod makers, and your tiles dump did not contain it. Of course, on some formats this isn&#039;t entirely possible; for example, CGA images are 2 bit per pixel, and I don&#039;t know many applications that support saving in that format, but in general, if an image is indexed, it&#039;s nice if the palette is preserved in the showcase image here on the wiki. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:27, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for all that. With the image and colour palette, I have the colour palette on [[PAK Format (The Learning Company)]] page, do I need to include it in the actual image or have it on the page as table as I&#039;ve done in this page? Since it&#039;s a EGA palette just in a different order than the default. Yes all these chunks are for the level data. I&#039;ve found where it&#039;s stored, it&#039;s the in SST.exe file and begins at position 0x15F65 for the first chunk beginning at chunk 0,0 most top left of the room. I believe the main game is just a massive room that is about 16x18 chunks from what I can tell at the moment. It&#039;s a bit hard to make the level from what I can tell at the moment because since it&#039;s all in the same room you have to know which .PAN file tileset to use in which part of the room. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 11:04, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::No worries, I&#039;ll upload a full decoded image later to replace the tileset dump that&#039;s there now, and my conversion tool retains the original palette when exporting to png, so then that&#039;s all taken care of. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 15:34, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Done. The page is now at [[Treasure Mountain Panning Image Format]]. Just gotta implement saving for the file format, and then I can release the new version of [[Engie File Converter|my converter tool]] and add it to the page. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 19:56, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::::Awesome it looks really good, well done with the page! Thanks for all your efforts, hopefully I&#039;ll get to a point one day when I am able understand, explain and articulate as well as you do. I&#039;ll keep working on Treasure Mountain and trying to reverse engineer it. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 00:50, 26 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::::Nyerguds Industries Proudly Presents: [[:File:Mod-Treasure_Mountain.png|Treason Mountain]]! And yes, that&#039;s an in-game screenshot using an actual re-saved &amp;lt;tt&amp;gt;OPENING.PAN&amp;lt;/tt&amp;gt; file :) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 14:15, 1 February 2024 (GMT)&lt;br /&gt;
::::::I managed to do some optimising by shuffling around the order of the tiles in the image data so pairs of tiles that have repeating ranges of the same byte at the first tile&#039;s end and the second tile&#039;s start are put together. It&#039;s an &#039;&#039;extremely&#039;&#039; rough logic (it doesn&#039;t even check if the resulting repetition indeed exceeds 3 bytes to make it viable for compression), but still, all of the original files become slightly smaller when resaved that way. And the game accepts them just fine. I added the tool to the Panning Image format page. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 21:33, 1 February 2024 (GMT)&lt;br /&gt;
::::::Okay, changed to a logic that actually detects and chains together tiles with the most repeats of the same byte on their beginnings and ends. Resaving now manages to take a full kilobyte off the largest file in the game. I guess that&#039;s good enough :) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 10:35, 2 February 2024 (GMT)&lt;br /&gt;
:::::::Very nice! Good work with the panning image optimisation and the program, I downloaded it and it&#039;s pretty impressive work. Also thanks for working on the [[PAK Format (The Learning Company)]] I was really stuck on that for a few months scratching my head trying to figure out how it worked. Guess I was going about the wrong way reading it. I think we&#039;ve got most of it done now, just need to figure out how the level data works in the sst.exe file and how the last area where you climb the ladder is stored in the save file. Haven&#039;t been able to figure that out. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 11:18, 6 February 2024 (GMT)&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11648</id>
		<title>User talk:Trogdor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11648"/>
		<updated>2024-01-26T00:50:12Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Treasure Mountain Level Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Treasure Mountain Level Format ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding wiki! I&#039;ve been looking over your edits, and I was wondering... is the &amp;quot;[[Treasure Mountain Level Format]]&amp;quot; actually a level format with an embedded tileset, or is it just a tileset format? From the image, it seems to just be a tileset, but from the explanation I&#039;m not too sure. If it&#039;s not a level format, then the page should probably be moved to &amp;quot;Treasure Mountain Tileset Format&amp;quot;. If it &#039;&#039;is&#039;&#039; a level format, then the showcase image should be changed to an actual constructed level image, not a dump of the tile data. (Oh, as a side note, please avoid using html; most html tags have corresponding wiki formatting.) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:43, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hi [[User:Nyerguds|Nyerguds]], thanks for the welcome. Basically this file contains the image tilesets and also what I call chunks and each room/level is made up chunks, the only room that doesn&#039;t have multiple chunks is the the main menu which has just one chunk of 320x200 which is the main title screen. The page to create was already called [[Treasure Mountain Level Format]] so I just went with it, but perhaps it should just be &amp;quot;Treasure Mountain Tileset Format&amp;quot; as it doesn&#039;t hold any level data, just how to display chunks in the game with it&#039;s associated tileset images in the one file. &lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads up for the no html, I&#039;m new to the site so just will look more into the WIKI and how you&#039;re meant to do everything.[[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 12:55, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::So the actual end result is a set of one or more full images built up from these tiles, then? That&#039;s actually quite like the Sierra/Dynamix BMP Matrix images used as scrolling background in their adventure games; they &amp;quot;compressed&amp;quot; long panning images by chopping them into tiny blocks so repeating wall patterns would be reusable. Actually, I should really document those on the wiki... I figured out that format and added support for it in my conversion tool, but never added it here :-\&lt;br /&gt;
::On the subject of Treasure Mountain, these seem to be quite similar; the &amp;lt;tt&amp;gt;.PAN&amp;lt;/tt&amp;gt; extension in fact hints at the fact it is a &amp;quot;panning&amp;quot; image. So I guess &amp;quot;Treasure Mountain Panning Image Set Format&amp;quot; would probably be a better name. In fact, I see that indeed, the page already uses the template for tileset information, not the game map one.&lt;br /&gt;
::As for wiki formatting, well, I didn&#039;t actually know how to do numbered lists in wiki formatting either, but a quick online search landed me on the example page on wikipedia right away. And for specific templates and tables used on the wiki here, you can just open the source of some other pages and see how it&#039;s done. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 22:11, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Right, I managed to decode the images. I expected the end result to be one large panning image, but it seems they&#039;re generally 128x128 pixel chunks used to build up a full level. I&#039;m going to edit some stuff in the article to clarify some points, and I&#039;ll move the page to a more appropriate name. Maybe just &amp;quot;Treasure Mountain PAN Format&amp;quot; is more succint.&lt;br /&gt;
::One more note, though: if you upload images, please, if possible, upload them in original pixel format. The palette in these images is also useful information for mod makers, and your tiles dump did not contain it. Of course, on some formats this isn&#039;t entirely possible; for example, CGA images are 2 bit per pixel, and I don&#039;t know many applications that support saving in that format, but in general, if an image is indexed, it&#039;s nice if the palette is preserved in the showcase image here on the wiki. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:27, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for all that. With the image and colour palette, I have the colour palette on [[PAK Format (The Learning Company)]] page, do I need to include it in the actual image or have it on the page as table as I&#039;ve done in this page? Since it&#039;s a EGA palette just in a different order than the default. Yes all these chunks are for the level data. I&#039;ve found where it&#039;s stored, it&#039;s the in SST.exe file and begins at position 0x15F65 for the first chunk beginning at chunk 0,0 most top left of the room. I believe the main game is just a massive room that is about 16x18 chunks from what I can tell at the moment. It&#039;s a bit hard to make the level from what I can tell at the moment because since it&#039;s all in the same room you have to know which .PAN file tileset to use in which part of the room. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 11:04, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::No worries, I&#039;ll upload a full decoded image later to replace the tileset dump that&#039;s there now, and my conversion tool retains the original palette when exporting to png, so then that&#039;s all taken care of. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 15:34, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Done. The page is now at [[Treasure Mountain Panning Image Format]]. Just gotta implement saving for the file format, and then I can release the new version of [[Engie File Converter|my converter tool]] and add it to the page. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 19:56, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::::Awesome it looks really good, well done with the page! Thanks for all your efforts, hopefully I&#039;ll get to a point one day when I am able understand, explain and articulate as well as you do. I&#039;ll keep working on Treasure Mountain and trying to reverse engineer it. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 00:50, 26 January 2024 (GMT)&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11630</id>
		<title>User talk:Trogdor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11630"/>
		<updated>2024-01-25T11:24:03Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Treasure Mountain Level Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Treasure Mountain Level Format ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding wiki! I&#039;ve been looking over your edits, and I was wondering... is the &amp;quot;[[Treasure Mountain Level Format]]&amp;quot; actually a level format with an embedded tileset, or is it just a tileset format? From the image, it seems to just be a tileset, but from the explanation I&#039;m not too sure. If it&#039;s not a level format, then the page should probably be moved to &amp;quot;Treasure Mountain Tileset Format&amp;quot;. If it &#039;&#039;is&#039;&#039; a level format, then the showcase image should be changed to an actual constructed level image, not a dump of the tile data. (Oh, as a side note, please avoid using html; most html tags have corresponding wiki formatting.) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:43, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hi [[User:Nyerguds|Nyerguds]], thanks for the welcome. Basically this file contains the image tilesets and also what I call chunks and each room/level is made up chunks, the only room that doesn&#039;t have multiple chunks is the the main menu which has just one chunk of 320x200 which is the main title screen. The page to create was already called [[Treasure Mountain Level Format]] so I just went with it, but perhaps it should just be &amp;quot;Treasure Mountain Tileset Format&amp;quot; as it doesn&#039;t hold any level data, just how to display chunks in the game with it&#039;s associated tileset images in the one file. &lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads up for the no html, I&#039;m new to the site so just will look more into the WIKI and how you&#039;re meant to do everything.[[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 12:55, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::So the actual end result is a set of one or more full images built up from these tiles, then? That&#039;s actually quite like the Sierra/Dynamix BMP Matrix images used as scrolling background in their adventure games; they &amp;quot;compressed&amp;quot; long panning images by chopping them into tiny blocks so repeating wall patterns would be reusable. Actually, I should really document those on the wiki... I figured out that format and added support for it in my conversion tool, but never added it here :-\&lt;br /&gt;
::On the subject of Treasure Mountain, these seem to be quite similar; the &amp;lt;tt&amp;gt;.PAN&amp;lt;/tt&amp;gt; extension in fact hints at the fact it is a &amp;quot;panning&amp;quot; image. So I guess &amp;quot;Treasure Mountain Panning Image Set Format&amp;quot; would probably be a better name. In fact, I see that indeed, the page already uses the template for tileset information, not the game map one.&lt;br /&gt;
::As for wiki formatting, well, I didn&#039;t actually know how to do numbered lists in wiki formatting either, but a quick online search landed me on the example page on wikipedia right away. And for specific templates and tables used on the wiki here, you can just open the source of some other pages and see how it&#039;s done. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 22:11, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Right, I managed to decode the images. I expected the end result to be one large panning image, but it seems they&#039;re generally 128x128 pixel chunks used to build up a full level. I&#039;m going to edit some stuff in the article to clarify some points, and I&#039;ll move the page to a more appropriate name. Maybe just &amp;quot;Treasure Mountain PAN Format&amp;quot; is more succint.&lt;br /&gt;
::One more note, though: if you upload images, please, if possible, upload them in original pixel format. The palette in these images is also useful information for mod makers, and your tiles dump did not contain it. Of course, on some formats this isn&#039;t entirely possible; for example, CGA images are 2 bit per pixel, and I don&#039;t know many applications that support saving in that format, but in general, if an image is indexed, it&#039;s nice if the palette is preserved in the showcase image here on the wiki. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:27, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for all that. With the image and colour palette, I have the colour palette on [[PAK Format (The Learning Company)]] page, do I need to include it in the actual image or have it on the page as table as I&#039;ve done in this page? Since it&#039;s a EGA palette just in a different order than the default. Yes all these chunks are for the level data. I&#039;ve found where it&#039;s stored, it&#039;s the in SST.exe file and begins at position 0x15F65 for the first chunk beginning at chunk 0,0 most top left of the room. I believe the main game is just a massive room that is about 16x18 chunks from what I can tell at the moment. It&#039;s a bit hard to make the level from what I can tell at the moment because since it&#039;s all in the same room you have to know which .PAN file tileset to use in which part of the room. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 11:04, 25 January 2024 (GMT)&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11629</id>
		<title>User talk:Trogdor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11629"/>
		<updated>2024-01-25T11:05:21Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Treasure Mountain Level Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Treasure Mountain Level Format ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding wiki! I&#039;ve been looking over your edits, and I was wondering... is the &amp;quot;[[Treasure Mountain Level Format]]&amp;quot; actually a level format with an embedded tileset, or is it just a tileset format? From the image, it seems to just be a tileset, but from the explanation I&#039;m not too sure. If it&#039;s not a level format, then the page should probably be moved to &amp;quot;Treasure Mountain Tileset Format&amp;quot;. If it &#039;&#039;is&#039;&#039; a level format, then the showcase image should be changed to an actual constructed level image, not a dump of the tile data. (Oh, as a side note, please avoid using html; most html tags have corresponding wiki formatting.) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:43, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hi [[User:Nyerguds|Nyerguds]], thanks for the welcome. Basically this file contains the image tilesets and also what I call chunks and each room/level is made up chunks, the only room that doesn&#039;t have multiple chunks is the the main menu which has just one chunk of 320x200 which is the main title screen. The page to create was already called [[Treasure Mountain Level Format]] so I just went with it, but perhaps it should just be &amp;quot;Treasure Mountain Tileset Format&amp;quot; as it doesn&#039;t hold any level data, just how to display chunks in the game with it&#039;s associated tileset images in the one file. &lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads up for the no html, I&#039;m new to the site so just will look more into the WIKI and how you&#039;re meant to do everything.[[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 12:55, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
::So the actual end result is a set of one or more full images built up from these tiles, then? That&#039;s actually quite like the Sierra/Dynamix BMP Matrix images used as scrolling background in their adventure games; they &amp;quot;compressed&amp;quot; long panning images by chopping them into tiny blocks so repeating wall patterns would be reusable. Actually, I should really document those on the wiki... I figured out that format and added support for it in my conversion tool, but never added it here :-\&lt;br /&gt;
::On the subject of Treasure Mountain, these seem to be quite similar; the &amp;lt;tt&amp;gt;.PAN&amp;lt;/tt&amp;gt; extension in fact hints at the fact it is a &amp;quot;panning&amp;quot; image. So I guess &amp;quot;Treasure Mountain Panning Image Set Format&amp;quot; would probably be a better name. In fact, I see that indeed, the page already uses the template for tileset information, not the game map one.&lt;br /&gt;
::As for wiki formatting, well, I didn&#039;t actually know how to do numbered lists in wiki formatting either, but a quick online search landed me on the example page on wikipedia right away. And for specific templates and tables used on the wiki here, you can just open the source of some other pages and see how it&#039;s done. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 22:11, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Right, I managed to decode the images. I expected the end result to be one large panning image, but it seems they&#039;re generally 128x128 pixel chunks used to build up a full level. I&#039;m going to edit some stuff in the article to clarify some points, and I&#039;ll move the page to a more appropriate name. Maybe just &amp;quot;Treasure Mountain PAN Format&amp;quot; is more succint.&lt;br /&gt;
::One more note, though: if you upload images, please, if possible, upload them in original pixel format. The palette in these images is also useful information for mod makers, and your tiles dump did not contain it. Of course, on some formats this isn&#039;t entirely possible; for example, CGA images are 2 bit per pixel, and I don&#039;t know many applications that support saving in that format, but in general, if an image is indexed, it&#039;s nice if the palette is preserved in the showcase image here on the wiki. -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:27, 25 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for all that. With the image and colour palette, I have the colour palette on [[PAK Format (The Learning Company)]] page, do I need to include it in the actual image or have it on the page as table as I&#039;ve done in this page? Since it&#039;s a EGA palette just in a different order than the default. [[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 11:04, 25 January 2024 (GMT)&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11612</id>
		<title>Treasure Mountain Save File</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11612"/>
		<updated>2024-01-24T23:33:16Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Playerdata Infobox&lt;br /&gt;
 | Savegame = Yes&lt;br /&gt;
 | Where = Start&lt;br /&gt;
 | Elements = Player and saved game level data&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Treasure Mountain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;DAT Format&#039;&#039;&#039; is used to store player data and currently saved level if there is any.&lt;br /&gt;
&lt;br /&gt;
This file is 3,242 bytes in total. It functions as a repository for player-specific data, encompassing individual player profiles and their respective saved game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
Each player is saved in 360 bytes sections, with a maximum of 9 players. 360 x 8 = 3240 and the remaining 2 bytes are just the end of the file 0x0000&lt;br /&gt;
&lt;br /&gt;
The file begins with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal !! Hex !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
|0 || 0x00 || [[BYTE]] || Start of file&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0x01 || [[UINT16LE]] || {{TODO| Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|3 || 0x03 || [[ASCIIZ]]|| Player Name(9-char null-padded fixed length strings)&lt;br /&gt;
|-&lt;br /&gt;
|12 || 0x0C || [[BYTE]]|| Saved game(Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|13 || 0x0D || [[UINT16LE]]|| Player Score&lt;br /&gt;
|-&lt;br /&gt;
|105 || 0x69 || [[UINT16LE]][9]|| 9 Quizzes for the elves&lt;br /&gt;
|-&lt;br /&gt;
|123 || 0x7B || [[BYTE]][9]|| Elf answers state&lt;br /&gt;
|-&lt;br /&gt;
|132 || 0x82 || [[BYTE]]|[9]|| Words for the current game&lt;br /&gt;
|-&lt;br /&gt;
|141 || 0x89 || [[BYTE]][48]|| Treasures collected&lt;br /&gt;
|-&lt;br /&gt;
|190 || 0xBE || [[BYTE]][10]|| Level Chunks level 3&lt;br /&gt;
|-&lt;br /&gt;
|203 || 0xCB || [[BYTE]][15]|| Level Chunks level 2&lt;br /&gt;
|-&lt;br /&gt;
|219 || 0xDB || [[BYTE]][19]|| Level Chunks level 1&lt;br /&gt;
|-&lt;br /&gt;
|238 || 0xEE || [[BYTE]]|| Secret Cave Chunk (0x4B coins, 0x49 no coins)&lt;br /&gt;
|-&lt;br /&gt;
|239 || 0xEF || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, 0x3C Open)&lt;br /&gt;
|-&lt;br /&gt;
|240 || 0xF0 || [[BYTE]]|| Level 3 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|241 || 0xF1 || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, x03C Open)&lt;br /&gt;
|-&lt;br /&gt;
|242 || 0xF2 || [[BYTE]]|| Level 2 Exit Chunk (0x38 closed, 0x35 Open)&lt;br /&gt;
|-&lt;br /&gt;
|243 || 0xF3 || [[BYTE]]|| Level 2 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|244 || 0xF4 || [[BYTE]]|| Level 2 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|245 || 0xF5 || [[BYTE]]|| Level 1 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|246 || 0xF6 || [[BYTE]]|| Level 1 Exit Chunk (0x40 closed, 0x4C Open)&lt;br /&gt;
|-&lt;br /&gt;
|247 || 0xF7 || [[BYTE]][11]|| Level 3 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|260 || 0x104 || [[BYTE]][13]|| Level 2 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|276 || 0x114 || [[BYTE]][20]|| Level 1 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|307 || 0x133 || [[BYTE]][3]|| Amount of treasure collected each level&lt;br /&gt;
|-&lt;br /&gt;
|310 || 0x136 || [[BYTE]][6]|| Treasure duplication&lt;br /&gt;
|-&lt;br /&gt;
|323 || 0x143 || [[BYTE]]|| Game Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|225 || 0x145 || [[BYTE]]|| Current Tileset&lt;br /&gt;
|-&lt;br /&gt;
|327 || 0x147 || [[UINT16LE]]|| Player Coin count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|329 || 0x149 || [[UINT16LE]]|| Player Net count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|335 || 0x14D || [[BYTE]]|| Current level key state (Collected or not)&lt;br /&gt;
|-&lt;br /&gt;
|337 || 0x14F || [[BYTE]]|| Net Spawned&lt;br /&gt;
|-&lt;br /&gt;
|338 || 0x151 || [[UINT16LE]][8]|| Player and Camera Saved Position&lt;br /&gt;
|-&lt;br /&gt;
|347 || 0x15B || [[BYTE]]|| Amount of coins left required to open net rock&lt;br /&gt;
|-&lt;br /&gt;
|348 || 0x15C || [[UINT16LE]]|| Net count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|350 || 0x15E || [[UINT16LE]]|| Coin count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|353 || 0x161 || [[BYTE]]|| Music on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|355 || 0x163 || [[BYTE]]|| Sound on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|359 || 0x167 || [[BYTE]]|| Currently selected treasure in clubhouse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File Information==&lt;br /&gt;
&lt;br /&gt;
===Player Name===&lt;br /&gt;
Player name is a string with null terminator at the end, this string can only be maximum 8 characters so 9 BYTES in total if including null terminator&lt;br /&gt;
===Player Score===&lt;br /&gt;
Player score has a rank system based on it&#039;s value&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score Range !! Rank&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 4 || Trainee&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 24 || One Star&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 69 || Two Star&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 114 || Three Star&lt;br /&gt;
|-&lt;br /&gt;
| 115 - 169 || Four Star&lt;br /&gt;
|-&lt;br /&gt;
| 170 - 229 || Five Star&lt;br /&gt;
|-&lt;br /&gt;
| 230 - 299 || Six Star&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 300 || Champion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elf===&lt;br /&gt;
====Quiz====&lt;br /&gt;
Elf quizzes are indexed based from 0 to the last quiz there is. The quiz is made up of 2 bytes, the first byte is the index of quiz from the [[Treasure Mountain Puzzles]] file. The next byte is if the quiz has been solved or note, 0x00 if it has not been solved otherwise 0x80 if it has been solved.&lt;br /&gt;
&lt;br /&gt;
====Position/Status====&lt;br /&gt;
This is the status of the quiz at it&#039;s current answered state, now the position of both the quizzes and the elf change in the save file. {{TODO| Unsure exactly what controls which position they take or how it tracks it}}&lt;br /&gt;
There are different codes 0x07 to 0x00, 0x07 means nothing has been chosen and 0x00 means all choices have been made. {{TODO| The other codes in between unsure exactly what they are for, 1 answered, 2 answered maybe which answer top/bottom etc?}}&lt;br /&gt;
&lt;br /&gt;
===Level Code Words===&lt;br /&gt;
There are 9 code words and they are stored and indexed from the &#039;&#039;&#039;SST.EXE&#039;&#039;&#039; file, it starts at position 100416/0x18840 and increments by one separated by a null terminator until position 100734/0x1897E. It is saved in it&#039;s index value + 123 and when the word is found you minus 123 again to save that the word has been found.&lt;br /&gt;
&lt;br /&gt;
===Treasure Collection===&lt;br /&gt;
This is the treasure collected in game there are 48 treasures to collect in total, it is arrayed based where by default all slots start with no treasure 0x80. The first treasure starts at 0x06 and is incremented by 2 until each treasure until the final of 0x64.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || Handkerchief&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Sail Boat&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Ice-cream&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Map&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Watering Can&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Xylophone&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || Flute&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Telescope&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || Fruit Bottle&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Pie&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A || Clam&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || Honey Vase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || Balloon&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Vase&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || Teddy Bear&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || Candy Cane&lt;br /&gt;
|-&lt;br /&gt;
| 0x26 || Award First Place&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Four Leaf Clover&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || Flower Pot&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E || Cake&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Ice Skates&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || Drum&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || Shoes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 0x36 || Windmill&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Jack-In-The-Box&lt;br /&gt;
|-&lt;br /&gt;
| 0x3A || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || High Heels&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E || Necklace&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Skate Board&lt;br /&gt;
|-&lt;br /&gt;
| 0x42 || Candle&lt;br /&gt;
|-&lt;br /&gt;
| 0x44 || Top Thing&lt;br /&gt;
|-&lt;br /&gt;
| 0x46 || Lamp&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || Fish Bowl&lt;br /&gt;
|-&lt;br /&gt;
| 0x4A || Train&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C || Carriage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hex !! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 0x4E || Cabuse&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || Rocket&lt;br /&gt;
|-&lt;br /&gt;
| 0x52 || Dog&lt;br /&gt;
|-&lt;br /&gt;
| 0x54 || Cat&lt;br /&gt;
|-&lt;br /&gt;
| 0x56 || Ring&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Pig&lt;br /&gt;
|-&lt;br /&gt;
| 0x5A || GenieLamp&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C || Pong Board&lt;br /&gt;
|-&lt;br /&gt;
| 0x5E || Plane&lt;br /&gt;
|-&lt;br /&gt;
| 0x60 || Funky Glasses&lt;br /&gt;
|-&lt;br /&gt;
| 0x62 || Twirly Hat&lt;br /&gt;
|-&lt;br /&gt;
| 0x64 || Swan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Level Chunks===&lt;br /&gt;
The main game level in Treasure Mountain is just one big room made up of chunks it is 18 by 18 chunks, every chunk is 128x128 pixels.&lt;br /&gt;
&lt;br /&gt;
===Treasure Collected Amount===&lt;br /&gt;
This is one byte for each level saying how many treasures you have collected, this is just for the sprite at the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hexadecimal !! Number&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || None&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || One&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Two&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Three&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Four&lt;br /&gt;
|-&lt;br /&gt;
| 0x1F || All Treasures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Net Spawner===&lt;br /&gt;
The chunk when closed is 0x47 and 0x46 when opened, this is when the coins left which is also stored in a byte reaches 0. Then the actual item is spawned the net spawned byte when saving is 0x00 otherwise by default it&#039;s 0x04 for nothing. Now there are sprites for numbers 1-6 so if you change the value to 6 it will show it but the game always resets it to 4. Also if you keep putting up the value it will just go through the sprite sheet and start showing all the other images in it.&lt;br /&gt;
&lt;br /&gt;
===Treasure Duplication===&lt;br /&gt;
This uses bitwise operator to check which items are duplicated in your treasure collected array, the binary value of &#039;&#039;&#039;10001101&#039;&#039;&#039; means the first, third, fourth and eighth treasures are duplicated. Increments for each byte by 8 until you get 48 bits in total from right to left each byte for each treasure room.&lt;br /&gt;
&lt;br /&gt;
===Player and Camera Position===&lt;br /&gt;
As mentioned before the game level is just one big room so there is the player and camera positions saved in the file. It goes like this player x, player y, camera x and camera y. How to read the data is it comes in 2 bytes, lets start with the second byte. This byte is the level chunk x 2, now this works with the first byte which is the distance right of the chunk specified. So 0x8003 would be 128 pixels right of the 6th chunk.&lt;br /&gt;
&lt;br /&gt;
===Current Treasure===&lt;br /&gt;
By default it starts as 0xFFFF since there are no treasures collected when you make a new player, but when you collect one it will change to the treasure value. It replaces the treasure in your treasure collected array with 0x80 when saving, you can then work out the index when loading the game from that as the first 0x80 will be the current treasure index.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Trogdor|Trogdor]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11610</id>
		<title>User talk:Trogdor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Trogdor&amp;diff=11610"/>
		<updated>2024-01-24T12:55:37Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* Treasure Mountain Level Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Treasure Mountain Level Format ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding wiki! I&#039;ve been looking over your edits, and I was wondering... is the &amp;quot;[[Treasure Mountain Level Format]]&amp;quot; actually a level format with an embedded tileset, or is it just a tileset format? From the image, it seems to just be a tileset, but from the explanation I&#039;m not too sure. If it&#039;s not a level format, then the page should probably be moved to &amp;quot;Treasure Mountain Tileset Format&amp;quot;. If it &#039;&#039;is&#039;&#039; a level format, then the showcase image should be changed to an actual constructed level image, not a dump of the tile data. (Oh, as a side note, please avoid using html; most html tags have corresponding wiki formatting.) -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:43, 24 January 2024 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hi [[User:Nyerguds|Nyerguds]], thanks for the welcome. Basically this file contains the image tilesets and also what I call chunks and each room/level is made up chunks, the only room that doesn&#039;t have multiple chunks is the the main menu which has just one chunk of 320x200 which is the main title screen. The page to create was already called [[Treasure Mountain Level Format]] so I just went with it, but perhaps it should just be &amp;quot;Treasure Mountain Tileset Format&amp;quot; as it doesn&#039;t hold any level data, just how to display chunks in the game with it&#039;s associated tileset images in the one file. &lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads up for the no html, I&#039;m new to the site so just will look more into the WIKI and how you&#039;re meant to do everything.[[User:Trogdor|Trogdor]] ([[User talk:Trogdor|talk]]) 12:55, 24 January 2024 (GMT)&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11606</id>
		<title>Treasure Mountain Save File</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11606"/>
		<updated>2024-01-24T09:02:28Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* File format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Playerdata Infobox&lt;br /&gt;
 | Savegame = Yes&lt;br /&gt;
 | Where = Start&lt;br /&gt;
 | Elements = Player and saved game level data&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Treasure Mountain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;DAT Format&#039;&#039;&#039; is used to store player data and currently saved level if there is any.&lt;br /&gt;
&lt;br /&gt;
This file is 3,242 bytes in total. It functions as a repository for player-specific data, encompassing individual player profiles and their respective saved game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
Each player is saved in 360 bytes sections, with a maximum of 9 players. 360 x 8 = 3240 and the remaining 2 bytes are just the end of the file 0x0000&lt;br /&gt;
&lt;br /&gt;
The file begins with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal !! Hex !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
|0 || 0x00 || [[BYTE]] || Start of file&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0x01 || [[UINT16LE]] || {{TODO| Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|3 || 0x03 || [[ASCIIZ]]|| Player Name(9-char null-padded fixed length strings)&lt;br /&gt;
|-&lt;br /&gt;
|12 || 0x0C || [[BYTE]]|| Saved game(Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|13 || 0x0D || [[UINT16LE]]|| Player Score&lt;br /&gt;
|-&lt;br /&gt;
|105 || 0x69 || [[UINT16LE]][9]|| 9 Quizzes for the elves&lt;br /&gt;
|-&lt;br /&gt;
|123 || 0x7B || [[BYTE]][9]|| Elf answers state&lt;br /&gt;
|-&lt;br /&gt;
|132 || 0x82 || [[BYTE]]|[9]|| Words for the current game&lt;br /&gt;
|-&lt;br /&gt;
|141 || 0x89 || [[BYTE]][48]|| Treasures collected&lt;br /&gt;
|-&lt;br /&gt;
|190 || 0xBE || [[BYTE]][10]|| Level Chunks level 3&lt;br /&gt;
|-&lt;br /&gt;
|203 || 0xCB || [[BYTE]][15]|| Level Chunks level 2&lt;br /&gt;
|-&lt;br /&gt;
|219 || 0xDB || [[BYTE]][19]|| Level Chunks level 1&lt;br /&gt;
|-&lt;br /&gt;
|238 || 0xEE || [[BYTE]]|| Secret Cave Chunk&lt;br /&gt;
|-&lt;br /&gt;
|239 || 0xEF || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, 0x3C Open)&lt;br /&gt;
|-&lt;br /&gt;
|240 || 0xF0 || [[BYTE]]|| Level 3 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|241 || 0xF1 || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, x03C Open)&lt;br /&gt;
|-&lt;br /&gt;
|242 || 0xF2 || [[BYTE]]|| Level 2 Exit Chunk (0x38 closed, 0x35 Open)&lt;br /&gt;
|-&lt;br /&gt;
|243 || 0xF3 || [[BYTE]]|| Level 2 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|244 || 0xF4 || [[BYTE]]|| Level 2 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|245 || 0xF5 || [[BYTE]]|| Level 1 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|246 || 0xF6 || [[BYTE]]|| Level 1 Exit Chunk (0x40 closed, 0x4C Open)&lt;br /&gt;
|-&lt;br /&gt;
|247 || 0xF7 || [[BYTE]][11]|| Level 3 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|260 || 0x104 || [[BYTE]][13]|| Level 2 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|276 || 0x114 || [[BYTE]][20]|| Level 1 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|307 || 0x133 || [[BYTE]][3]|| Amount of treasure collected each level&lt;br /&gt;
|-&lt;br /&gt;
|310 || 0x136 || [[BYTE]][6]|| Treasure duplication&lt;br /&gt;
|-&lt;br /&gt;
|323 || 0x143 || [[BYTE]]|| Game Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|225 || 0x145 || [[BYTE]]|| Current Tileset&lt;br /&gt;
|-&lt;br /&gt;
|327 || 0x147 || [[UINT16LE]]|| Player Coin count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|329 || 0x149 || [[UINT16LE]]|| Player Net count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|335 || 0x14D || [[BYTE]]|| Current level key state (Collected or not)&lt;br /&gt;
|-&lt;br /&gt;
|337 || 0x14F || [[BYTE]]|| Net Spawned&lt;br /&gt;
|-&lt;br /&gt;
|338 || 0x151 || [[UINT16LE]][8]|| Player and Camera Saved Position&lt;br /&gt;
|-&lt;br /&gt;
|347 || 0x15B || [[BYTE]]|| Amount of coins left required to open net rock&lt;br /&gt;
|-&lt;br /&gt;
|348 || 0x15C || [[UINT16LE]]|| Net count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|350 || 0x15E || [[UINT16LE]]|| Coin count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|353 || 0x161 || [[BYTE]]|| Music on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|355 || 0x163 || [[BYTE]]|| Sound on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|359 || 0x167 || [[BYTE]]|| Currently selected treasure in clubhouse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File Information==&lt;br /&gt;
&lt;br /&gt;
===Player Name===&lt;br /&gt;
Player name is a string with null terminator at the end, this string can only be maximum 8 characters so 9 BYTES in total if including null terminator&lt;br /&gt;
===Player Score===&lt;br /&gt;
Player score has a rank system based on it&#039;s value&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Score Range !! Rank&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 4 || Trainee&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 24 || One Star&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 69 || Two Star&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 114 || Three Star&lt;br /&gt;
|-&lt;br /&gt;
| 115 - 169 || Four Star&lt;br /&gt;
|-&lt;br /&gt;
| 170 - 229 || Five Star&lt;br /&gt;
|-&lt;br /&gt;
| 230 - 299 || Six Star&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 300 || Champion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Trogdor|Trogdor]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Treasure_Mountain_Tileset_Mountain_pan.png&amp;diff=11605</id>
		<title>File:Treasure Mountain Tileset Mountain pan.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Treasure_Mountain_Tileset_Mountain_pan.png&amp;diff=11605"/>
		<updated>2024-01-24T02:02:15Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: Tileset created by getting all image data from .PAN file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tileset created by getting all image data from .PAN file&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11604</id>
		<title>Treasure Mountain Panning Image Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11604"/>
		<updated>2024-01-23T13:21:03Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Tileset Infobox&lt;br /&gt;
 | Hardware1 = EGA&lt;br /&gt;
 | MaxTiles = 2&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt;-1&lt;br /&gt;
 | Palette = External&lt;br /&gt;
 | Names = N&lt;br /&gt;
 | TileMinSize = 8&amp;amp;times;8&lt;br /&gt;
 | TileMaxSize = 65535&amp;amp;times;65535&lt;br /&gt;
 | NumPlanes = 4&lt;br /&gt;
 | PlaneArrangement = Linear&lt;br /&gt;
 | HasTransparency = P&lt;br /&gt;
 | HasHitmap = N&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subtilesets = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Hidden = N&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Treasure Mountain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PAN Format&#039;&#039;&#039; is used to store multiple 16-color graphics tile images and tile format.&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
&lt;br /&gt;
The file format is as follows&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Start|| Image tile data start byte position + 8&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Width|| How many tiles wide&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Height|| How many tiles high&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Size || How many bytes to read for image data&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile data[] || Tile data&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] Image data[] || Image data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each file starts the same with Image start where to start reading image data, also need to add 8 to it&#039;s value.&lt;br /&gt;
&lt;br /&gt;
== Tile Data ==&lt;br /&gt;
&lt;br /&gt;
There can be one or multiple tilemaps/chunks in the each file, each tilemap will be the width and height amount of tiles that is read at the start. You will need to read X amount of tilemaps until you reach the image data start byte position.&lt;br /&gt;
&lt;br /&gt;
To read the tile data, it&#039;s done in 2 bytes 4 nibbles.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 64 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 4 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is repeat tiles amount + 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 1024 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example &amp;lt;tt&amp;gt;0x24F1&amp;lt;tt&amp;gt;, first we do the repeat which is 15 + 1 = 16, so we repeat the tile 16 times. Next is the first, second and fourth nibbles. (2 x 62 = 128) + (4 x 4 = 16) + (1 x 1024 = 1024) = 1168. If we had the image data as a 8 pixel wide image strip you would just go to the y coordinate of 1168 to get your tile image.&lt;br /&gt;
&lt;br /&gt;
If the data ends up being 0xF0FF you will need to then use a different formula, you need to read the next 2 bytes as well. The next first byte is for the position of where to read from the image and the second byte is the actual tilemap/chunk to read from. So 0x0202 means to get the second tile from tilemap/chunk 3. You will need to put the whole row from the previous image, can even be the current one and put in the current row you are creating.&lt;br /&gt;
&lt;br /&gt;
== Image Data ==&lt;br /&gt;
&lt;br /&gt;
Each tile is 8x8 pixels and the image data is in 4bpp linear format, big endian packed. As an example, the values 0x12 0x34 would represent four pixels, left to right, of colour values 1, 2, 3 and 4. With the colour palette it would be bright blue, brown, bright red and red.&lt;br /&gt;
&lt;br /&gt;
There is only 2 rules when reading image data:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; the next byte will be the repeat amount and the byte after will be the colours. An example &amp;lt;tt&amp;gt;0xA511B5&amp;lt;/tt&amp;gt; repeat 16 times the colours Yellow and Magenta.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it&#039;s begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; and the next byte is &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; just do the colours &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; Bright Cyan and Magenta one time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the repeat amount goes over the height of the current image tile, repeat the remainder amount onto the next tile image.&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11603</id>
		<title>Treasure Mountain Save File</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11603"/>
		<updated>2024-01-22T09:01:56Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Playerdata Infobox&lt;br /&gt;
 | Savegame = Yes&lt;br /&gt;
 | Where = Start&lt;br /&gt;
 | Elements = Player and saved game level data&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Treasure Mountain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;DAT Format&#039;&#039;&#039; is used to store player data and currently saved level if there is any.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file begins with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal !! Hex !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
|0 || 0x00 || [[BYTE]] || Start of file&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0x01 || [[UINT16LE]] || {{TODO| Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|3 || 0x03 || [[ASCIIZ]]|| Player Name(9-char null-padded fixed length strings)&lt;br /&gt;
|-&lt;br /&gt;
|12 || 0x0C || [[BYTE]]|| Saved game(Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|13 || 0x0D || [[UINT16LE]]|| Player Score&lt;br /&gt;
|-&lt;br /&gt;
|105 || 0x69 || [[UINT16LE]][9]|| 9 Quizzes for the elves&lt;br /&gt;
|-&lt;br /&gt;
|123 || 0x7B || [[BYTE]][9]|| Elf answers state&lt;br /&gt;
|-&lt;br /&gt;
|132 || 0x82 || [[BYTE]]|[9]|| Words for the current game&lt;br /&gt;
|-&lt;br /&gt;
|141 || 0x89 || [[BYTE]][48]|| Treasures collected&lt;br /&gt;
|-&lt;br /&gt;
|190 || 0xBE || [[BYTE]][10]|| Level Chunks level 3&lt;br /&gt;
|-&lt;br /&gt;
|203 || 0xCB || [[BYTE]][15]|| Level Chunks level 2&lt;br /&gt;
|-&lt;br /&gt;
|219 || 0xDB || [[BYTE]][19]|| Level Chunks level 1&lt;br /&gt;
|-&lt;br /&gt;
|238 || 0xEE || [[BYTE]]|| Secret Cave Chunk&lt;br /&gt;
|-&lt;br /&gt;
|239 || 0xEF || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, 0x3C Open)&lt;br /&gt;
|-&lt;br /&gt;
|240 || 0xF0 || [[BYTE]]|| Level 3 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|241 || 0xF1 || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, x03C Open)&lt;br /&gt;
|-&lt;br /&gt;
|242 || 0xF2 || [[BYTE]]|| Level 2 Exit Chunk (0x38 closed, 0x35 Open)&lt;br /&gt;
|-&lt;br /&gt;
|243 || 0xF3 || [[BYTE]]|| Level 2 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|244 || 0xF4 || [[BYTE]]|| Level 2 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|245 || 0xF5 || [[BYTE]]|| Level 1 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|246 || 0xF6 || [[BYTE]]|| Level 1 Exit Chunk (0x40 closed, 0x4C Open)&lt;br /&gt;
|-&lt;br /&gt;
|247 || 0xF7 || [[BYTE]][11]|| Level 3 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|260 || 0x104 || [[BYTE]][13]|| Level 2 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|276 || 0x114 || [[BYTE]][20]|| Level 1 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|307 || 0x133 || [[BYTE]][3]|| Amount of treasure collected each level&lt;br /&gt;
|-&lt;br /&gt;
|310 || 0x136 || [[BYTE]][6]|| Treasure duplication&lt;br /&gt;
|-&lt;br /&gt;
|323 || 0x143 || [[BYTE]]|| Game Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|225 || 0x145 || [[BYTE]]|| Current Tileset&lt;br /&gt;
|-&lt;br /&gt;
|327 || 0x147 || [[UINT16LE]]|| Player Coin count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|329 || 0x149 || [[UINT16LE]]|| Player Net count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|335 || 0x14D || [[BYTE]]|| Current level key state (Collected or not)&lt;br /&gt;
|-&lt;br /&gt;
|337 || 0x14F || [[BYTE]]|| Net Spawned&lt;br /&gt;
|-&lt;br /&gt;
|338 || 0x151 || [[UINT16LE]][8]|| Player and Camera Saved Position&lt;br /&gt;
|-&lt;br /&gt;
|347 || 0x15B || [[BYTE]]|| Amount of coins left required to open net rock&lt;br /&gt;
|-&lt;br /&gt;
|348 || 0x15C || [[UINT16LE]]|| Net count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|350 || 0x15E || [[UINT16LE]]|| Coin count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|353 || 0x161 || [[BYTE]]|| Music on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|355 || 0x163 || [[BYTE]]|| Sound on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|359 || 0x167 || [[BYTE]]|| Currently selected treasure in clubhouse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Trogdor|Trogdor]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11602</id>
		<title>Treasure Mountain Save File</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Save_File&amp;diff=11602"/>
		<updated>2024-01-22T08:59:50Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: Created page with &amp;quot;{{NeedMoreInfo}}  The &amp;#039;&amp;#039;&amp;#039;DAT Format&amp;#039;&amp;#039;&amp;#039; is used to store player data and currently saved level if there is any.  == File format ==  The file begins with the following structure...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;DAT Format&#039;&#039;&#039; is used to store player data and currently saved level if there is any.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file begins with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decimal !! Hex !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
|0 || 0x00 || [[BYTE]] || Start of file&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0x01 || [[UINT16LE]] || {{TODO| Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|3 || 0x03 || [[ASCIIZ]]|| Player Name(9-char null-padded fixed length strings)&lt;br /&gt;
|-&lt;br /&gt;
|12 || 0x0C || [[BYTE]]|| Saved game(Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|13 || 0x0D || [[UINT16LE]]|| Player Score&lt;br /&gt;
|-&lt;br /&gt;
|105 || 0x69 || [[UINT16LE]][9]|| 9 Quizzes for the elves&lt;br /&gt;
|-&lt;br /&gt;
|123 || 0x7B || [[BYTE]][9]|| Elf answers state&lt;br /&gt;
|-&lt;br /&gt;
|132 || 0x82 || [[BYTE]]|[9]|| Words for the current game&lt;br /&gt;
|-&lt;br /&gt;
|141 || 0x89 || [[BYTE]][48]|| Treasures collected&lt;br /&gt;
|-&lt;br /&gt;
|190 || 0xBE || [[BYTE]][10]|| Level Chunks level 3&lt;br /&gt;
|-&lt;br /&gt;
|203 || 0xCB || [[BYTE]][15]|| Level Chunks level 2&lt;br /&gt;
|-&lt;br /&gt;
|219 || 0xDB || [[BYTE]][19]|| Level Chunks level 1&lt;br /&gt;
|-&lt;br /&gt;
|238 || 0xEE || [[BYTE]]|| Secret Cave Chunk&lt;br /&gt;
|-&lt;br /&gt;
|239 || 0xEF || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, 0x3C Open)&lt;br /&gt;
|-&lt;br /&gt;
|240 || 0xF0 || [[BYTE]]|| Level 3 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|241 || 0xF1 || [[BYTE]]|| Level 3 Exit Chunk (0x26 Closed, x03C Open)&lt;br /&gt;
|-&lt;br /&gt;
|242 || 0xF2 || [[BYTE]]|| Level 2 Exit Chunk (0x38 closed, 0x35 Open)&lt;br /&gt;
|-&lt;br /&gt;
|243 || 0xF3 || [[BYTE]]|| Level 2 Bridge Chunk (0x2F Stable , 0x30 Broken)&lt;br /&gt;
|-&lt;br /&gt;
|244 || 0xF4 || [[BYTE]]|| Level 2 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|245 || 0xF5 || [[BYTE]]|| Level 1 Net Rock Chunk&lt;br /&gt;
|-&lt;br /&gt;
|246 || 0xF6 || [[BYTE]]|| Level 1 Exit Chunk (0x40 closed, 0x4C Open)&lt;br /&gt;
|-&lt;br /&gt;
|247 || 0xF7 || [[BYTE]][11]|| Level 3 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|260 || 0x104 || [[BYTE]][13]|| Level 2 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|276 || 0x114 || [[BYTE]][20]|| Level 1 Treasures in each chunk&lt;br /&gt;
|-&lt;br /&gt;
|307 || 0x133 || [[BYTE]][3]|| Amount of treasure collected each level&lt;br /&gt;
|-&lt;br /&gt;
|310 || 0x136 || [[BYTE]][6]|| Treasure duplication&lt;br /&gt;
|-&lt;br /&gt;
|323 || 0x143 || [[BYTE]]|| Game Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|225 || 0x145 || [[BYTE]]|| Current Tileset&lt;br /&gt;
|-&lt;br /&gt;
|327 || 0x147 || [[UINT16LE]]|| Player Coin count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|329 || 0x149 || [[UINT16LE]]|| Player Net count in current saved game&lt;br /&gt;
|-&lt;br /&gt;
|335 || 0x14D || [[BYTE]]|| Current level key state (Collected or not)&lt;br /&gt;
|-&lt;br /&gt;
|337 || 0x14F || [[BYTE]]|| Net Spawned&lt;br /&gt;
|-&lt;br /&gt;
|338 || 0x151 || [[UINT16LE]][8]|| Player and Camera Saved Position&lt;br /&gt;
|-&lt;br /&gt;
|347 || 0x15B || [[BYTE]]|| Amount of coins left required to open net rock&lt;br /&gt;
|-&lt;br /&gt;
|348 || 0x15C || [[UINT16LE]]|| Net count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|350 || 0x15E || [[UINT16LE]]|| Coin count amount for player for new game&lt;br /&gt;
|-&lt;br /&gt;
|353 || 0x161 || [[BYTE]]|| Music on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|355 || 0x163 || [[BYTE]]|| Sound on or off (Boolean)&lt;br /&gt;
|-&lt;br /&gt;
|359 || 0x167 || [[BYTE]]|| Currently selected treasure in clubhouse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Trogdor|Trogdor]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11601</id>
		<title>Treasure Mountain Panning Image Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11601"/>
		<updated>2024-01-21T06:53:12Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Tileset Infobox&lt;br /&gt;
 | Hardware1 = EGA&lt;br /&gt;
 | MaxTiles = 2&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt;-1&lt;br /&gt;
 | Palette = External&lt;br /&gt;
 | Names = N&lt;br /&gt;
 | TileMinSize = 8&amp;amp;times;8&lt;br /&gt;
 | TileMaxSize = 65535&amp;amp;times;65535&lt;br /&gt;
 | NumPlanes = 4&lt;br /&gt;
 | PlaneArrangement = Linear&lt;br /&gt;
 | HasTransparency = P&lt;br /&gt;
 | HasHitmap = N&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subtilesets = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Hidden = N&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Treasure Mountain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PAN Format&#039;&#039;&#039; is used to store multiple 16-color graphics tile images and tile format.&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
&lt;br /&gt;
The file format is as follows&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Start|| Image tile data start byte position + 8&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Width|| How many tiles wide&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Height|| How many tiles high&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Size || How many bytes to read for image data&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile data[] || Tile data&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] Image data[] || Image data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each file starts the same with Image start where to start reading image data, also need to add 8 to it&#039;s value.&lt;br /&gt;
&lt;br /&gt;
== Tile Data ==&lt;br /&gt;
&lt;br /&gt;
There can be one or multiple tilemaps/chunks in the each file, each tilemap will be the width and height amount of tiles that is read at the start. You will need to read X amount of tilemaps until you reach the image data start byte position.&lt;br /&gt;
&lt;br /&gt;
To read the tile data, it&#039;s done in 2 bytes 4 nibbles.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 64 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 4 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is repeat tiles amount + 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 1024 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example &amp;lt;tt&amp;gt;0x24F1&amp;lt;tt&amp;gt;, first we do the repeat which is 15 + 1 = 16, so we repeat the tile 16 times. Next is the first, second and fourth nibbles. (2 x 62 = 128) + (4 x 4 = 16) + (1 x 1024 = 1024) = 1168. If we had the image data as a 8 pixel wide image strip you would just go to the y coordinate of 1168 to get your tile image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Image Data ==&lt;br /&gt;
&lt;br /&gt;
Each tile is 8x8 pixels and the image data is in 4bpp linear format, big endian packed. As an example, the values 0x12 0x34 would represent four pixels, left to right, of colour values 1, 2, 3 and 4. With the colour palette it would be bright blue, brown, bright red and red.&lt;br /&gt;
&lt;br /&gt;
There is only 2 rules when reading image data:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; the next byte will be the repeat amount and the byte after will be the colours. An example &amp;lt;tt&amp;gt;0xA511B5&amp;lt;/tt&amp;gt; repeat 16 times the colours Yellow and Magenta.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it&#039;s begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; and the next byte is &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; just do the colours &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; Bright Cyan and Magenta one time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the repeat amount goes over the height of the current image tile, repeat the remainder amount onto the next tile image.&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11600</id>
		<title>Treasure Mountain Panning Image Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11600"/>
		<updated>2024-01-21T06:47:11Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PAN Format&#039;&#039;&#039; is used to store multiple 16-color graphics tile images and tile format.&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
&lt;br /&gt;
The file format is as follows&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Start|| Image tile data start byte position + 8&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Width|| How many tiles wide&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Height|| How many tiles high&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Size || How many bytes to read for image data&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile data[] || Tile data&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] Image data[] || Image data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each file starts the same with Image start where to start reading image data, also need to add 8 to it&#039;s value.&lt;br /&gt;
&lt;br /&gt;
== Tile Data ==&lt;br /&gt;
&lt;br /&gt;
There can be one or multiple tilemaps/chunks in the each file, each tilemap will be the width and height amount of tiles that is read at the start. You will need to read X amount of tilemaps until you reach the image data start byte position.&lt;br /&gt;
&lt;br /&gt;
To read the tile data, it&#039;s done in 2 bytes 4 nibbles.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 64 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 4 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is repeat tiles amount + 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Nibble is add 1024 x value in pixels&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example &amp;lt;tt&amp;gt;0x24F1&amp;lt;tt&amp;gt;, first we do the repeat which is 15 + 1 = 16, so we repeat the tile 16 times. Next is the first, second and fourth nibbles. (2 x 62 = 128) + (4 x 4 = 16) + (1 x 1024 = 1024) = 1168. If we had the image data as a 8 pixel wide image strip you would just go to the y coordinate of 1168 to get your tile image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Image Data ==&lt;br /&gt;
&lt;br /&gt;
Each tile is 8x8 pixels and the image data is in 4bpp linear format, big endian packed. As an example, the values 0x12 0x34 would represent four pixels, left to right, of colour values 1, 2, 3 and 4. With the colour palette it would be bright blue, brown, bright red and red.&lt;br /&gt;
&lt;br /&gt;
There is only 2 rules when reading image data:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; the next byte will be the repeat amount and the byte after will be the colours. An example &amp;lt;tt&amp;gt;0xA511B5&amp;lt;/tt&amp;gt; repeat 16 times the colours Yellow and Magenta.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it&#039;s begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; and the next byte is &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; just do the colours &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; Bright Cyan and Magenta one time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the repeat amount goes over the height of the current image tile, repeat the remainder amount onto the next tile image.&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=11599</id>
		<title>Treasure Mountain Puzzles</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Puzzles&amp;diff=11599"/>
		<updated>2024-01-20T23:36:27Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: Created page with &amp;quot;== File Format ==  {|class=&amp;quot;wikitable&amp;quot; ! Data type !! Description |- | BYTE unknown[720] || {{TODO| Unknown data}} |- | char Quizzes[] || Quizzes and their answers |}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== File Format ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] unknown[720] || {{TODO| Unknown data}}&lt;br /&gt;
|-&lt;br /&gt;
| [[char]] Quizzes[] || Quizzes and their answers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quizzes ==&lt;br /&gt;
&lt;br /&gt;
The starting positon for the quizzes is &amp;lt;tt&amp;gt;0x2D0&amp;lt;/tt&amp;gt;. Each quiz will need to read the question until you reach the first character &amp;lt;tt&amp;gt;&#039;~&#039;&amp;lt;/tt&amp;gt;, this is where the answers begin and the first line is the correct answer and the next 2 lines will be the other incorrect answers. Repeat till the end of the file.&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
&lt;br /&gt;
The quizzes will have random characters, this works in conjunction with the PRG_DICT file, it is both sequential the code and the word. You start from the first word and the first starting character which is &amp;lt;tt&amp;gt;0x80&amp;lt;/tt&amp;gt;. You then increment the character by 1 and go the next word example:&lt;br /&gt;
&amp;lt;li&amp;gt;Replace &#039;€&#039;(0x80) with &amp;quot;the&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Replace &#039;ƒ&#039;(0x83) with &amp;quot;word&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a special character &#039;`&#039; in the quizzes, this just means when you first see this character all text will now be red until you reach another &#039;`&#039;.&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain&amp;diff=11598</id>
		<title>Treasure Mountain</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain&amp;diff=11598"/>
		<updated>2024-01-20T23:19:58Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: /* File formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Treasure Mountain&#039;&#039;&#039; is a game that uses word play in the form of &amp;quot;clues&amp;quot;, to help teach reading comprehension.  The player must correctly answer a question after reading a passage of text in order to continue to the next level.&lt;br /&gt;
&lt;br /&gt;
There are no game settings, the engine automatically selects the best possible settings based on your computer&#039;s architecture.&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;all_puzs&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Word puzzles [[Treasure Mountain Puzzles]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;help.dat&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Help menu text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;prg_dict&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Word list (16-char null-padded fixed length strings)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;sfx.ibm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Sound effects (PC Speaker, AdLib setting uses PC Speaker for sound effects)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;sfx.tan&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Sound effects (Tandy)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tunes.ibm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Music (PC Speaker)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tunes.tan&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Music (Tandy, AdLib)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pan&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Level background layer in [[Treasure Mountain Level Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pak&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Game sprites and level tiles are stored in [[PAK Format (The Learning Company)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;users.dat&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Saved games/scoreboard [[Treasure Mountain Save File]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texts (preliminary) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introductory screens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are stored in SST.EXE starting at 0x1AAA8, text is plotted and when 26 chars are filled it goes to next line. When the parser encounters the value 0x0A09, the next two bytes form an ASCII number which seems to be the reference of the image being shown and whenever this value is encountered, the system starts a new line to draw the image. The text is null-terminated (0x00). If 0x0A precedes 0x00 apparently it is the last screen of the sequence. &lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;br /&gt;
[[Category:Super Solvers Series]]&lt;br /&gt;
[[Category:Educational]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11597</id>
		<title>Treasure Mountain Panning Image Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Treasure_Mountain_Panning_Image_Format&amp;diff=11597"/>
		<updated>2024-01-20T23:12:18Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: Created page with &amp;quot;{{NeedMoreInfo}}  The &amp;#039;&amp;#039;&amp;#039;PAN Format&amp;#039;&amp;#039;&amp;#039; is used to store multiple 16-color graphics tile images and tile format.  == File Format ==  The file format is as follows  {|class=&amp;quot;wik...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PAN Format&#039;&#039;&#039; is used to store multiple 16-color graphics tile images and tile format.&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
&lt;br /&gt;
The file format is as follows&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Start|| Image tile data start byte position + 8&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Width|| How many tiles wide&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile Height|| How many tiles high&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Image Size || How many bytes to read for image data&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Tile data[] || Tile data&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] Image data[] || Image data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each file starts the same with Image start where to start reading image data, also need to add 8 to it&#039;s value.&lt;br /&gt;
&lt;br /&gt;
== Tile Data ==&lt;br /&gt;
&lt;br /&gt;
There can be one or multiple tilemaps in the each file, each tilemap will be the width and height amount of tiles that is read at the start. You will need to read X amount of tilemaps until you reach the image data start byte position.&lt;br /&gt;
&lt;br /&gt;
Reading data is 2 bytes, the 3rd hex value is the repeat amount + 1 and the first 2 and last hex value is the image tile data.&lt;br /&gt;
&lt;br /&gt;
An example &amp;lt;tt&amp;gt;0x00F0&amp;lt;tt&amp;gt; is repeat 15 + 1 = 16 times the tile that is taken from the other hex values {{TODO|Unsure exactly how it manages to determine what image tile data to use}}&lt;br /&gt;
&lt;br /&gt;
== Image Data ==&lt;br /&gt;
&lt;br /&gt;
Each tile is 8x8 pixels and the image data is in 4bpp linear format, big endian packed. As an example, the values 0x12 0x34 would represent four pixels, left to right, of colour values 1, 2, 3 and 4. With the colour palette it would be bright blue, brown, bright red and red.&lt;br /&gt;
&lt;br /&gt;
There is only 2 rules when reading image data:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; the next byte will be the repeat amount and the byte after will be the colours. An example &amp;lt;tt&amp;gt;0xA511B5&amp;lt;/tt&amp;gt; repeat 16 times the colours Yellow and Magenta.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If it&#039;s begins with &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; and the next byte is &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; just do the colours &amp;lt;tt&amp;gt;0xA5&amp;lt;/tt&amp;gt; Bright Cyan and Magenta one time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the repeat amount goes over the height of the current image tile, repeat the remainder amount onto the next tile image.&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=PAK_Format_(The_Learning_Company)&amp;diff=11596</id>
		<title>PAK Format (The Learning Company)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=PAK_Format_(The_Learning_Company)&amp;diff=11596"/>
		<updated>2024-01-20T21:26:03Z</updated>

		<summary type="html">&lt;p&gt;Trogdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Tileset Infobox&lt;br /&gt;
 | Hardware1 = EGA&lt;br /&gt;
 | MaxTiles = 2&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt;-1&lt;br /&gt;
 | Palette = External&lt;br /&gt;
 | Names = N&lt;br /&gt;
 | TileMinSize = 0&amp;amp;times;0&lt;br /&gt;
 | TileMaxSize = 65535&amp;amp;times;65535&lt;br /&gt;
 | NumPlanes = 4&lt;br /&gt;
 | PlaneArrangement = Linear&lt;br /&gt;
 | HasTransparency = P&lt;br /&gt;
 | HasHitmap = N&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subtilesets = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Treasure Mountain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PAK Format&#039;&#039;&#039; is used to store multiple 16-color graphics files.&lt;br /&gt;
&lt;br /&gt;
== Signature ==&lt;br /&gt;
&lt;br /&gt;
The format has no signature, however a handful of checks can be used to detect the format:&lt;br /&gt;
&lt;br /&gt;
* The first value in the &amp;lt;tt&amp;gt;offset&amp;lt;/tt&amp;gt; field should equal 12 + imageCount * 2, i.e. the first image immediately follows the header structure.  It is possible to have a valid file without this, however all official files checked so far follow this rule.&lt;br /&gt;
* Four 0xFF bytes should immediately follow the last entry in the &amp;lt;tt&amp;gt;offset&amp;lt;/tt&amp;gt; field.&lt;br /&gt;
* All values in the &amp;lt;tt&amp;gt;offset&amp;lt;/tt&amp;gt; field should be offsets contained within the file.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file begins with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] imageCount || Number of images in the file&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] unknown || {{TODO|Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] unknown || {{TODO|Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] offset[imageCount] || Offset of image data&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] end || Always 0xFFFFFFFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;offset&amp;lt;/tt&amp;gt; field is made up of one UINT16LE for each file (so it will be repeated &amp;lt;tt&amp;gt;imageCount&amp;lt;/tt&amp;gt; times.)  The actual value must be multipled by 16 to get the file offset.  Each offset is from the start of the file.&lt;br /&gt;
&lt;br /&gt;
Following this structure the image data begins.&lt;br /&gt;
&lt;br /&gt;
== Image offset ==&lt;br /&gt;
&lt;br /&gt;
At the given offset the image data is in the following format:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] unknown || Always 0x0000&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] width || Image width - 1, in bytes&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] height|| Image height in bytes&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] X origin || X origin of image&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Y origin || Y origin of image&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] unknown[6] || {{TODO|More data, unknown format}}&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] image start byte || Dictates how to read image data&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] image[] || Image data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image data is in 4bpp linear format, big endian packed.  As an example, the values &amp;lt;tt&amp;gt;0x12 0x34&amp;lt;/tt&amp;gt; would represent four pixels, left to right, of colour values 1, 2, 3 and 4. With the colour palette it would be bright blue, brown, bright red and red.&lt;br /&gt;
&lt;br /&gt;
To calculate the image width, take the &amp;lt;tt&amp;gt;width&amp;lt;/tt&amp;gt; field, increment it by one, then double it.  For example if &amp;lt;tt&amp;gt;width&amp;lt;/tt&amp;gt; is 5, the image would be (5 + 1) * 2 = 12 pixels wide.&lt;br /&gt;
&lt;br /&gt;
Each image has a 2 pixel padding on the left of it, you will need to trim/ignore. The image start byte will be the first 2 pixel padding of the image.&lt;br /&gt;
&lt;br /&gt;
The first byte will also determine on how to actually read the image, if it&#039;s below &amp;lt;tt&amp;gt;0x80&amp;lt;/tt&amp;gt; then it means you repeat image pixels otherwise if it&#039;s &amp;lt;tt&amp;gt;0x80&amp;lt;/tt&amp;gt; or above you don&#039;t repeat pixels and read image as normal 4bpp linear. There are also rules on how to read each image depending on the first byte value.&lt;br /&gt;
&lt;br /&gt;
Repeat bytes always start the same, from values &amp;lt;tt&amp;gt;0x01 to 0x0F&amp;lt;/tt&amp;gt; will be how many times to repeat the 2 colour pixels in the next byte that you read. So &amp;lt;tt&amp;gt;0x084B&amp;lt;/tt&amp;gt; would mean you repeat 8 times the colours red and yellow.&lt;br /&gt;
&lt;br /&gt;
Colour value of blue &amp;lt;tt&amp;gt;0x0 or 0x00&amp;lt;/tt&amp;gt; will be the transparent pixel colour.&lt;br /&gt;
&lt;br /&gt;
{{TODO| Once you reach a certain row on images it seems you stop repeating pixel bytes, the magic number so far is 44 but need to determine what actually makes it start to stop reading repeat bytes}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hex Value !! Rule&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Read the first row as normal, once the second row starts repeat the 3rd byte for the whole row then read the rest of the image as normal.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || {{TODO|Find out exactly what all values do/how they work}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Read the whole image as normal with repeat bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x80 or higher || Read the whole image as normal 4bpp values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Image Colour Palette ==&lt;br /&gt;
&lt;br /&gt;
The image colour palette is the following&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: none; text-align:center; hspace=10px; margin: 1em;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Default EGA 16-Color Palette&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Name !! RGB &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #0000AA&amp;quot;&lt;br /&gt;
|| 0 || blue || #0000AA &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #5555FF&amp;quot;&lt;br /&gt;
|| 1 || bright blue || #5555FF &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #AA5500&amp;quot;&lt;br /&gt;
|| 2 || brown || #AA5500 &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FF5555&amp;quot;&lt;br /&gt;
|| 3 || bright red || #FF5555 &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #AA0000&amp;quot;&lt;br /&gt;
|| 4 || red || #AA0000 &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #AA00AA&amp;quot;&lt;br /&gt;
|| 5 || magenta || #AA00AA &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FF55FF&amp;quot;&lt;br /&gt;
|| 6 || bright magenta || #FF55FF &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #00AAAA&amp;quot;&lt;br /&gt;
|| 7 || cyan || #00AAAA &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #00AA00&amp;quot;&lt;br /&gt;
|| 8 || green || #00AA00 &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #55FF55&amp;quot;&lt;br /&gt;
|| 9 || bright green || #55FF55 &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #55FFFF&amp;quot;&lt;br /&gt;
|| 10 || bright cyan || #55FFFF &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FFFF55&amp;quot;&lt;br /&gt;
|| 11 || yellow || #FFFF55 &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FFFFFF&amp;quot;&lt;br /&gt;
|| 12 || white || #FFFFFF &lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #AAAAAA&amp;quot;&lt;br /&gt;
|| 13 || light gray || #AAAAAA &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #555555&amp;quot;&lt;br /&gt;
|| 14 || dark gray || #555555 &lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #000000&amp;quot;&lt;br /&gt;
|| 15 || black || #000000 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;br /&gt;
&lt;br /&gt;
[[Category:The Learning Company]]&lt;/div&gt;</summary>
		<author><name>Trogdor</name></author>
	</entry>
</feed>